I think chimera needs a passive ability ("chimera") that releases fused creatures upon death, with probably a penalty on attack and hp.I don't think that would be actually useful... Why would you want to un-fuse your chimera, in order to bring back your old creatures, but debuffed? :-\
I don't think that would be actually useful... Why would you want to un-fuse your chimera, in order to bring back your old creatures, but debuffed? :-\Hm? You wouldn't unfuse it yourself. It unfuses itself when it is killed. Card advantage is good, that's why chimera is so unpopular right now. Putting all of your eggs in one (rather fragile) basket is a very bad idea. By making it actually give the fused creatures back open death (although with penalty), you lessen that problem.
Why not make it immortal?I though about that one. The thing is that it doesn't really fit the theme, IMO. I would rather remove the gravity pull.
Why not make it immortal? It can still be killed fairly easily because of gravity pull, but will be immune to its main weaknesses like antimatter etc.When I imagine playing Chimera in a deck, I imagine a :gravity :aether deck with quints and recluses. Mash them together and pop the blob with immortality. Or toss in fractals and go with Graviton Guards instead.
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Well I have won several games against the Chimera, even while I was losing pretty badly before it was cast. There is the reverse time, or you simply kill the Chimera. If it was immortal, then yes, it would be a terrible weapon. A small buff might be an idea: The Chimera would be immune to spells, but not to regular damage from gravity pull. That way you can use it for a few turns at least.Immortal chimera is still affected by gravity pull...
Yeah, I played a :gravity :earth deck against a rainbow the other day and locked out all his creatures with gravity shield and basilisk blood. Last second, he played chimera and knocked me out. Definitely a panic-button card.Couldn't have put it better, in my opinion. If stuff is freaking out and you can't bypass (however unlikely) RoL/Hope, it's mass Momentum time. Chimera is not for the early game. It's a finishing touch. All of your creatures are freezing? That Permafrost shall bother you no more.
Why not give it a mutant ability too?I like it.
I mean, it's essentially a bunch of creatures mashed up together right?
That would be cool.
6rn 6rn 6rn 6rn 74g 74g 778 778 778 778 778 778 778 778 778 778 77f 77f 77h 77h 77h 77h 77h 77h 77l 77l 77l 77l 77l 77l 77s 77s 77s 78q 78q 78q 78q
Although able to make 20/100+ chimeras after about 7 turns pretty much every time, most decks can kill this off pretty quickly since it doesn't have a permafrost or diamond shield attached to itChimera should be immaterial.That would also mean you couldn't BB it either. Not sure if that would be an upgrade or not.
That makes it so it can only be destroyed by your enemy's creatures attacks.
That would also mean you couldn't BB it either. Not sure if that would be an upgrade or not.BB was for the creatures before the Chimera is cast, to maximize its health. BB on a Chimera will keep it from damaging your opponent for six turns!
Yeah, BB was a bad example, but the point I was trying to make was creature buffs wouldn't affect Chimera and who knows what fun cards will come out in the future that may affect Chimera.That would also mean you couldn't BB it either. Not sure if that would be an upgrade or not.BB was for the creatures before the Chimera is cast, to maximize its health. BB on a Chimera will keep it from damaging your opponent for six turns!
We do get a heads-up on cards in development; if you regularly check the "Show unread posts since last visit" link at the top near your avatar, and not just the "Show new replies to your posts," you will occasionally see threads that say something like "In Development: X." These threads are for discussion of new cards Zanz is getting ready to implement, and there is always heavy discussion. He often changes the cards before implementation; chances are excellent he has done so in the past based in part on reasons brought up in those threads.*is not new to the forums* ;)
Ah, yes, that's a good tactic. Too bad Zanz isn't paid to do this, eh? Otherwise we might see more new stuffs.You can donate. It's not much but it's something.
I think that when Parallel Universe'd the new one should absorb the old one (effectively doubling its stats) as opposed to just destroying the old one.Umm... that'd be a bit OP. I play a Titan, then fly it. Next turn, I fly a second Titan then TU it. Now I have 3 flying Titans in play. I cast Chimera, and now have a 24/150 creature. TU the chimera and now it's a 48/300. Ouch. Cards used in total- 3 Titans, 2 Flying Weapons, 2 TUs and a Chimera.
Just an idea;Why not change the "devour" to "absorb", since they're basically different abilities?
This makes the devour part "on demand", gets rid of gravity pull, and allows it to grow further as you spawn more creatures. Combination of otyugh & chimera. Adds the stats of the target creature to itself (not just +1/+1)
(http://img220.imageshack.us/img220/2976/chimera01.png)
Ability can be used when chimera comes into play and it can be used multiple times in a turn. It can devour your creature regardless of its stats (unlike otyugh, can devour a creature with hp higher than it has), and adds its stats to itself. Reduced casting cost to balance the :gravity activation cost. Can only be used on creatures you control.
May also be immaterial but it doesn't suit gravity very much. If its ability can be used when it comes to play, text can be back to "Momentum, Gravity Pull".
You can use gravity pull to take the gravity pull off the chimera, alowing you to use its 30 attack power safely.That just seems like a lot to pay to be able to use the card. That means it's at least a 3 card combo, and that still comes at the expense of making the chimera more vulnerable to most CC.
I think that when Parallel Universe'd the new one should absorb the old one (effectively doubling its stats) as opposed to just destroying the old one.That would be OP and confusing.
That just seems like a lot to pay to be able to use the card. That means it's at least a 3 card combo, and that still comes at the expense of making the chimera more vulnerable to most CC.A card game is built out of three segments, early game, mid-game and late game.
It seems pretty UP for a late game card. In most games, playing it will make very little difference.QuoteThat just seems like a lot to pay to be able to use the card. That means it's at least a 3 card combo, and that still comes at the expense of making the chimera more vulnerable to most CC.A card game is built out of three segments, early game, mid-game and late game.
According to opening theory, the earlier in the gamew, the simpler the strategies should be.
Chimera is not an opening strategy, which is why you should only have three copies in any deck, it is a mid-game card. Your opening cards should be defensive in nature, such as a shield.
Mid-game card, not late game. Mid game, and i think its rather fine. And you do want three, because you must think about this mathematically. You don't need to draw it in the early game, but you do need it in the mid-game. And three cards is the ideal number for drawing at least one by the mid-game.The reason I say one is that while 1 may be nice, any more that are drawn will almost always be dead cards.
Take the Steam Engine/Chimera strategy. You start your early game placing down one steam machine, making use of ice shield for a defense. Build it up until you can afford the chimera, as soon as you can, use the chimera keeping their high attack power. Play another engine, gravity pull it. If possible play a third and build it up.What does Chimera do for the steam machine that momentum doesn't? Playing Chimera on it makes the creature you've spent a decent amount of time building up vulnerable to every creature the opponent has, lobotomizes it, and costs way more.
The high HP of the steam machines make them ideal.
Without the gravity pull, it would be quite overpowered. If you feel it is up, give it a ten hp boost.It might be too strong without gravity pull, but my suggestion is to make it immortal. Right now there's just too many cards that trade a ton of cards for one with chimera.
What does Chimera do for the steam machine that momentum doesn't? Playing Chimera on it makes the creature you've spent a decent amount of time building up vulnerable to every creature the opponent has, lobotomizes it, and costs way more.Its basically this. With steam machine every turn its attack drops by one and it costs two fire to per turn to use. Meaning to play more then one you need at least eight fire pillars. However when you chimera it, its attacks stays the same and doesn't drop allowing you to play a second increasing your total damage per turn by a lot. The momentum is just a bonus.
The reason I say one is that while 1 may be nice, any more that are drawn will almost always be dead cards.You fail at math. Its better to draw two too many then one not at all.
It might be too strong without gravity pull, but my suggestion is to make it immortal. Right now there's just too many cards that trade a ton of cards for one with chimera.True that.
Or to reference what you said in the discord thread, Chimera has too many hard counters. Reverse time is a completely hard counter, and antimatter, mutation, freeze and basilisk blood are pretty close.
I'm not sure where the 8 fire pillars comes from. Seems to me like it needs 2 fire pillars per steam machine.QuoteWhat does Chimera do for the steam machine that momentum doesn't? Playing Chimera on it makes the creature you've spent a decent amount of time building up vulnerable to every creature the opponent has, lobotomizes it, and costs way more.Its basically this. With steam machine every turn its attack drops by one and it costs two fire to per turn to use. Meaning to play more then one you need at least eight fire pillars. However when you chimera it, its attacks stays the same and doesn't drop allowing you to play a second increasing your total damage per turn by a lot. The momentum is just a bonus.
The alternative is to lobotomize the card at a certain point. This is a fine strategy as well, but the momentum addition gives it some additional flexibility.This is one of Chimera's strong points. It clears freeze, infection, and delay.
I disagree. The benefits gained by playing chimera are small enough that they're outweighed by the uselessness of every one drawn beyond the first.QuoteThe reason I say one is that while 1 may be nice, any more that are drawn will almost always be dead cards.You fail at math. Its better to draw two too many then one not at all.
I think that when Parallel Universe'd the new one should absorb the old one (effectively doubling its stats) as opposed to just destroying the old one.One way to implement that would be to make 'chimera' a primary ability rather than an innate (passive) skill. That way you could lobo or LS the Chimera then TU it to make 2.
From what I can tell from reading this thread the only point of the chimera cards existence is to finish of an already weakened opponent, but only if you already have lots of creatures out and he has a shield blocking most the damage- because otherwise you would win anyway.You could think of it as a spell that grants Momentum to all your creatures and cures their status effects (infection, frozen, delay), making it a strong counter to shields (Permafrost, Hope, Dim, Turtle, Dusk, etc.), but with the penalty of greater risk to CC (BB, Rewind, AM) or mass creatures (Gravity Pull). Using it in combo with Quint or Gravity Pull cushions against those risks.
And you have to make sure you kill him in one hit otherwise he might freeze, reverse time, antimatter, basilisk blood or kill it through the gravity pull effect and then you have lost all your creatures.
I think making it immortal or giving it some stat boost is the only way to make it competitive.
I'm not sure where the 8 fire pillars comes from. Seems to me like it needs 2 fire pillars per steam machine.I meant pendelums not pillars. And it increases damage because you are able to then plat a second machine without losing the attack power of the first.
And it also only increases damage if you've lost the ability to power it. Otherwise it decreases damage because you can no longer grow them.
I disagree. The benefits gained by playing chimera are small enough that they're outweighed by the uselessness of every one drawn beyond the first.Not 100% useless. The additional Chimera cards can heal the first of any status ailments and if it come down to it, you can chimera the second machine and place another.
Gravity pull is a status, like adrenaline- thus, it cannot be lobo'd or removed via LS/BE (although armagio's gravity pull ability can be lobo'd, etc.QuoteI'm not sure where the 8 fire pillars comes from. Seems to me like it needs 2 fire pillars per steam machine.I meant pendelums not pillars. And it increases damage because you are able to then plat a second machine without losing the attack power of the first.
And it also only increases damage if you've lost the ability to power it. Otherwise it decreases damage because you can no longer grow them.QuoteI disagree. The benefits gained by playing chimera are small enough that they're outweighed by the uselessness of every one drawn beyond the first.Not 100% useless. The additional Chimera cards can heal the first of any status ailments and if it come down to it, you can chimera the second machine and place another.
Another thing you can do is do a Gravity/Dark combo. Using dark's liquid shadow to remove the gravity pull.
You know, reverse time does just destroy it and reverse time is extremely popular. Instanrt death to so many creatures is catastrophic and too hard a counter. Would making it immune to reverse time make it overpowered though...I also meant to mention that. You require a decently large amount of water and grav, and a lot of fire to run it.
But now after trying out the deck again, I just found that my ealier success was a fluke of luck. With its extremely high cost, its too hard to create a good synergy.
It does need to have its cost reduced.
The problem with it is that it's a win-more card. It's basically only ever usable if you're already winning the game.It can win you a game against a Hope, Wings, Phase Shield lock that you were losing.
The problem with it is that it's a win-more card. It's basically only ever usable if you're already winning the game.I can think of dozens of possible uses if it was just cheapened.
The problem with it is that it's a win-more card. It's basically only ever usable if you're already winning the game.No. You play it when you're being cut off from winning to get the last push that allows you to win. Usually you were winning at some point, but not necessarily in a winning position due to shields.
Its too expensive, its ability is awesome, but it costs 8 gravity making it next to worthless in duos and completely worthless in trios.I dont find cost to be a main drawback at all. Its not a card you want to spam multiple times. You do it once when you set up a board a bit. Then you maybe do it again later. Considering it gives benefits of card Momentum and card Gravity pull, with some extras attached, I dont find that expensive at all.
The card already has momentum. I am relatively new to the game and don´t have much experience in the balancing of cards, but don´t you think it would be overpowered to have both airborne and momentum capacity? Skyblitz on this creature, if having an airborne capacity, would make it too powerful. Skyblitz on most Dragons can at least be stopped with a gravity shield and those who don´t (e.g. Ruby Dragons) are very sensitive to creature control such as rain of fire or ligthning), which would not be the case with an airborne chimera. One thing could be to prevent skyblitz or other buffs combination on chimera in the same way as parallel universe.It's going to be absurdly hard to get high damage creatures, play chimera, AND also play sky blitz. Besides, that chimera without sky blitz could probably end the game anyway.
One thing just to note, i only said it should be because of the art yesterday in chat, i have re-thought my reasoning. I still think it should be airborne, but not just because of the art.Um, so then why do you think it should be airborne? That seemed like it was your entire reasoning in the original post.
To me, the mechanic seems to warrant an airborne creature. the concept to me seems that way. i dont have a solid, definate reason other than to me, it seems like a card that is airborne.One thing just to note, i only said it should be because of the art yesterday in chat, i have re-thought my reasoning. I still think it should be airborne, but not just because of the art.Um, so then why do you think it should be airborne? That seemed like it was your entire reasoning in the original post.
If you look at the art, it is clearly balanced precariously on one tentacle.It's not really that clear.
Not. Airborne.
LOL,the chimera has Momentum...so...so what? you can make a deck that gets the chimera over 50 attack, then use sky blitz while using non airborne creatures for the chimera. Example of a possible deck:
While I agree that making it airborne would have benefits, I just think that Chimera is not UP, so there is naturally no need for the 'buff'.No benefits,it has momentum--->Not affected by wings...BTW
1 benefitWhile I agree that making it airborne would have benefits, I just think that Chimera is not UP, so there is naturally no need for the 'buff'.No benefits,it has momentum--->Not affected by wings...BTW
(http://imageplay.net/img/m7Gbd78702/Screen_shot_2010_08_08_at_11.1.png)(http://elementscommunity.org/images/Cards/Upgrade.png)(http://imageplay.net/img/m7Gbd79393/Screen_shot_2010_08_10_at_4.07.png)the combo goes: pop the dragons, skyblitz, CHIMERA!
Ok yea i was playing a deck with chimera and sky blitz, and i used chimera, then blitzed, expecting to get an epicly high attack creature. I was really dissapointed and i lost the match.
and btw, i know its cheaper now, im just copying the image from its thread in gravity cards section
Why it's "devouring" everything? In my opinion it's only can absorb the creatures what I allow (for that high price, at least).Because it is a mass momentum effect with drawbacks to reduce the cost.
Well I had meh results using parallel universe and flying titans (animate weapon upped obviously). However even if you quint a 24/150 chimera (6 card combo :o however I managed to pull that off a few times) -removing the counters reverse time and mutation- you can still die to sofree, poison, momentum and ordinary weapons. Also it can be useful in a deck that uses SoP and salvagers. But I agree that this card is only really useful in OTKs where defense and quanta cost barely matter. Buffing it in that respect might help it; targetting is not going to happen and also not very useful, since you want to get as much out of the momentum/gravity pull effect as possible.
However the main reason why we dont see this card often is that it requires the whole deck to be build around it.
1: Chimera can be useful in mono gravity, it can act as a big shield late game which is very useful in certain mono gravity builds.
2: Its great in some duos, the ability to by pass shields in a duo such as life is invaluable.
3: It works great in rainbows. Have you not seen the OTKs running around? Most use it.
1: Gravity pull makes ONE creature a shield. Big shield > little shield, no?I absolutely agree with 1 and 3, however 2 has huge drawbacks.
2: Same applies for momentum, why give one creature it when you can give all, AND get the bonus effect of a shield that could be life saving?
3: Instosis and firecell to name a few. Would name more, but search feature is, sadly, still very limited right now. (Only lets you search for 1 page worth of decks)
What you describe is a rather slow break with SoFo and with no real defense; I was using sth like this:
Doesn't this deck is better without Chimera?
Aether mark
12 grav pillar, 6 grav pend, 6 Titan, 6 PU, 6 Animate weapon, 6 SoF, 6 Overdrive, 3 Catapult. Kay it's raw, and not perfect, but Overdriven Titan is sounds better. This Chimera can be frozen down/Rewind...
1: Gravity pull makes ONE creature a shield. Big shield > little shield, no?
2: Same applies for momentum, why give one creature it when you can give all, AND get the bonus effect of a shield that could be life saving?
3: Instosis and firecell to name a few. Would name more, but search feature is, sadly, still very limited right now. (Only lets you search for 1 page worth of decks)
What if it had acceleration/overdrive and momentum? That would keep in theme and give a major bounus.
sorry. I should clarify. I meant acceleration instead of gravity pull.
why of all cards is this the one that gets foil art?cos vrt love <3