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Offline CrockettRocket

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Re: Round 2 - Card Designer Task https://elementscommunity.org/forum/index.php?topic=54202.msg1132099#msg1132099
« Reply #12 on: April 05, 2014, 02:33:21 pm »
Stone skin.. herm. Purify should cost one, stone skin should cost 4. Heal should cost 3. Upped it should lose 2 light cost. Unupped be 8 upped cost 6. The 3 skills shouldn't lower in value.
I like this card a lot.
« Last Edit: April 06, 2014, 12:17:51 am by CrockettRocket »
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Offline Zawadx

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Re: Round 2 - Card Designer Task https://elementscommunity.org/forum/index.php?topic=54202.msg1132120#msg1132120
« Reply #13 on: April 05, 2014, 03:37:43 pm »
Hmmm, but if it's usable just once, then 9|9 seems really really high. Especially if one use, I think they deserve only a +2 to vanilla cost because it provides triple card advantage (which I suppose should be +6 modifier as it's 4 cards in one), but is 3 seperate duos (-3 cost) and 1 turn vulnerability (-1 cost). Here the benefits of the skills are essentially negated by the fact that they're one use. 1|3 stats mean 1 vanilla cost, which would be adjusted to 3, maybe 4 or even 5?

If you changed stats to 1|6 then the vulnerability can be overlooked, so that's a cost of 4-7.

Upped benefits from less cost, but still maybe -1 upgrade bonus?
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Offline CrockettRocket

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Re: Round 2 - Card Designer Task https://elementscommunity.org/forum/index.php?topic=54202.msg1132163#msg1132163
« Reply #14 on: April 06, 2014, 12:13:35 am »
I get the concept behind the skill costs matching the card themselves, but stone skin used this way will be stronger then the actual stone skin because with this card you only need to draw it and you get heal and purify's healing. More healing=longer games. Longer games=more earth quanta. So, More healing=more earth quanta. More earth quanta=stronger stone skin. More healing=stronger stone skin. Thats why I think that stone skin should get +1 cost compared to regular stone skin. Purify and healing should be alright as it is now because there healing doesn't depend on anything.

P.S. How would the game mechanic work? in the description, obviously put each ability can only be used once, and you may use every ability. (So people don't think you can only use one of them, and only once.) Then also put how the game mechanic behind this card would work.

P.P.S Is this a realistic card to be implemented? Imho no because it has 3 abilities and people already hate sofo. Maybe taking out the stone skin itself would work. New ability for thought to make it more realistic:  :life :life :life :life Multi-Heal --->heal 20 Hp, a turn later your HP is purified. 3 for the ability upped. Cost of it should be around 6  :light to make it somewhat hard to fractal. Fractaling something with heal might not be a good idea. Maybe even 7, but raise attack to two and HP to 4. But I would be content with 6 simply because of the low attack and low HP anyway +expensive ability. Heck, maybe with 6 you could raise attack to two and HP to 4 anyway and it would still be balenced. I like this type of idea simply because purify just isnt used much outside of arena decks.
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Offline SpikeSpiegelTopic starter

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Re: Round 2 - Card Designer Task https://elementscommunity.org/forum/index.php?topic=54202.msg1132165#msg1132165
« Reply #15 on: April 06, 2014, 12:36:49 am »

I still think that "simple is better"; and above all this card is just another step in that path to come to the "final" product. Because after 4 years it's hard to find a totally "brand new" idea, just take a look to CI & A section...

My task in this round is to Create a card that is logically (Name/Flavor) in an element but mechanically out of element.

Our element is  :light indeed; now i've to find a mechanics out of  :light; options are several...

The first card i made works around the concept that white light can be "decomposed" in "seven" different colors. But it's hard to create a card based on this.

The second one i made is a simple  :light:aether combo and a way to give  :light a powerful CC card. Maybe too OP, but its balance is based on Eternity.

The third one: honestly i don't like it too much and there's a lot of work to do on it. I'll probably discard this idea.

PS: I won't be a home tomorrow and monday. See ya all monday night or tuesday. Do not worry, a nice card will be ready before round 2 deadline.

 ;)

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Offline SpikeSpiegelTopic starter

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Re: Round 2 - Card Designer Task https://elementscommunity.org/forum/index.php?topic=54202.msg1132359#msg1132359
« Reply #16 on: April 08, 2014, 12:05:18 am »
Hero / Champion
Description maybe later
« Last Edit: April 08, 2014, 11:28:40 pm by SpikeSpiegel »
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Offline Zawadx

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Re: Round 2 - Card Designer Task https://elementscommunity.org/forum/index.php?topic=54202.msg1132361#msg1132361
« Reply #17 on: April 08, 2014, 12:10:20 am »
Seems OP. Could do with +1 or +2 cost, as it has a pretty strong skill.

A suggestion from me: change the card name to Avenger and make the skill give +2|-2 (with creatures with 2 or less health dying).
« Last Edit: April 08, 2014, 12:34:18 am by Zawadx »
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Offline SpikeSpiegelTopic starter

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Re: Round 2 - Card Designer Task https://elementscommunity.org/forum/index.php?topic=54202.msg1132413#msg1132413
« Reply #18 on: April 08, 2014, 11:29:15 pm »

Updated paladin.
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Offline Calambar

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Re: Round 2 - Card Designer Task https://elementscommunity.org/forum/index.php?topic=54202.msg1132430#msg1132430
« Reply #19 on: April 09, 2014, 04:14:19 am »
Now the last card accepted :D
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