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Offline Cannibal7

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Re: Druidic Staff | Jade Staff https://elementscommunity.org/forum/index.php?topic=41442.msg523920#msg523920
« Reply #60 on: July 21, 2012, 09:09:32 am »
the 8 hp on Jade staff and 8 on stuff head is overkill. keep in mind that  :life has also feral bond and SoG to give a lot of HPs so adding a Staff Head every round will just stall the game. you ll only need 6 Feral Bonds 6 SoG and 6 Jadestaff and any Random cards 2 make a 60 card deck that you just cant get that much dmg incoming 2 lose. imo leave it as it is,  keep in mind that buffing this card will affect also crusader that is already strong enough with endow this effect

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Re: Druidic Staff | Jade Staff https://elementscommunity.org/forum/index.php?topic=41442.msg524314#msg524314
« Reply #61 on: July 22, 2012, 05:56:44 pm »
the 8 hp on Jade staff and 8 on stuff head is overkill. keep in mind that  :life has also feral bond and SoG to give a lot of HPs so adding a Staff Head every round will just stall the game. you ll only need 6 Feral Bonds 6 SoG and 6 Jadestaff and any Random cards 2 make a 60 card deck that you just cant get that much dmg incoming 2 lose. imo leave it as it is,  keep in mind that buffing this card will affect also crusader that is already strong enough with endow this effect
That entire strategy requires 24 Cards (you forgot Animate Weapon), doesn't use Feral Bond at it's full strength (Staves can't multiply), and doesn't account for the amount of pillars you'll need to supply the deck or the fact that your opponent will be running CC(RT in particular), PC(SoFo and Steal in particular), Deckout (Eternity is doubly effective at shutting down most of the healing and stalling you out given a good shield), or OTK(Unless you want to add 6 SoD in as well, you'll have to deal with a 100> ATK Chimera after a few turns. To be fair 6 Staves+SoGs(w/:life mark)+Bonds only provide 30 + 30 + 36 = 96 healing, but that's only if they go uninterrupted.). 

Adrenaline has better results than Bonds HP-wise but puts even more reliance on the actual Staff being animated and will become a dead draw if you don't have any animated staves. Either way, the result is a slow and impractical combo that doesn't see a lot of use in the competitive meta because of much better 'safer' alternatives like Sanctuary/SoD/Miracle or faster/slower decks that will either overpower you before the combo is fully set up or outcontrol you before you can get enough healing. Crusader is more resilient since it combines stats with the Staff, but is a duo that is outpaced by Vader Saders in most cases (A Blessed Dagger/Vampire Sader will increase the healing, whereas a Blessed Staff/Staff Sader won't get increased healing.)

I'd like to see something that helps Staff improves Mono-life's stalling power, given the defensive theme of the card. I'm currently leaning towards the 'Staff Head' buff as the best option (not only does it remove the dependence on AW to get multiples out, it allows a Life stalling player to turn unused permanent spaces into healing).

As an alternative to the 'Staff Head' buff - what do people think of Druidic Staff generating healing creatures called 'Sprites' instead of generating healing permanent 'staff heads'? This would fit Life's swarming nature as well as provide more fodder for :entropy / :life Fallen Elf decks as well as Bonds. (If Sprites are Airborne, they also gain synergy with Skyblitz and SoFree and can serve as a :life counter to Wings.)

Offline memimemi

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Re: Druidic Staff | Jade Staff https://elementscommunity.org/forum/index.php?topic=41442.msg524316#msg524316
« Reply #62 on: July 22, 2012, 06:08:02 pm »

-discourse on Mitostaves snipped-

As an alternative to the 'Staff Head' buff - what do people think of Druidic Staff generating healing creatures called 'Sprites' instead of generating healing permanent 'staff heads'? This would fit Life's swarming nature as well as provide more fodder for :entropy / :life Fallen Elf decks as well as Bonds. (If Sprites are Airborne, they also gain synergy with Skyblitz and SoFree and can serve as a :life counter to Wings.)

It's a nifty idea, but how does generating creatures fit with the theme of a staff?  How about, instead of generating a Staff Head or Sprite, you could just target one of your creatures to heal xHP/turn?   :life has enough vanilla creatures that buffing them wouldn't be taking away other abilities, and adding abilities to creatures is sort of  :life's thing.
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Offline AnneleTopic starter

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Re: Druidic Staff | Jade Staff https://elementscommunity.org/forum/index.php?topic=41442.msg537960#msg537960
« Reply #63 on: September 01, 2012, 01:40:54 am »
I'm gonna bump this, with more reasonings.

First of all, imo damage is worth slightly more than healing, as the usual aim is to whittle the opponent's health down to 0, regardless of your own.

Vampire stiletto costs 1 :underworld for an 8hp difference between you and your opponent each turn. Can be lowered if opponent has a shield.
Druidic staff costs 2 :underworld for a 7hp difference between you and you opponent each turn. A guaranteed 5hp difference in healing each turn.

The guarantee is not worth a +1 cost and -1hp difference.

Vampire dagger costs 2 :underworld for a 12hp difference between you and your opponent each turn. Can be lowered if opponent has a shield.
Jade staff costs 2 :underworld for a 9 hp difference between you and your opponent. A guaranteed 5hp difference in healing each turn.

The guarantee is not worth a -3hp difference.

I suggest:

LOWER DRUIDIC'S COST(-1 :underworld)

Then:
Vampire stiletto costs 1 :underworld for an 8hp difference between you and your opponent each turn. Can be lowered if opponent has a shield.
Druidic staff costs 1 :underworld for a 7hp difference between you and you opponent each turn. A guaranteed 5hp difference in healing each turn.

AND RAISE JADE'S HP DIFFERENCE (3damage and 7healing)

Then:
Vampire dagger costs 2 :underworld for a 12hp difference between you and your opponent each turn. Can be lowered if opponent has a shield.
Jade staff costs 2 :underworld for a 10 hp difference between you and your opponent. A guaranteed 7hp difference in healing each turn.
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Offline furballdn

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Re: Druidic Staff | Jade Staff https://elementscommunity.org/forum/index.php?topic=41442.msg537961#msg537961
« Reply #64 on: September 01, 2012, 01:46:07 am »
Jade doesn't need that. Even if jade just got 3atk, it'd be a huge buff for it :>

Offline AnneleTopic starter

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Re: Druidic Staff | Jade Staff https://elementscommunity.org/forum/index.php?topic=41442.msg537972#msg537972
« Reply #65 on: September 01, 2012, 02:20:09 am »
Jade doesn't need that. Even if jade just got 3atk, it'd be a huge berf for it :>

Fixed. And why do you think that?
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Re: Druidic Staff | Jade Staff https://elementscommunity.org/forum/index.php?topic=41442.msg538004#msg538004
« Reply #66 on: September 01, 2012, 03:10:23 am »
Adrenastaff. Will heal for 28 HP now, 8 HP more than previously (= +40%)
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Offline Elite arbiter

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Re: Druidic Staff | Jade Staff https://elementscommunity.org/forum/index.php?topic=41442.msg538009#msg538009
« Reply #67 on: September 01, 2012, 03:20:05 am »
In upped play. And it would also deal +4 damage per turn, which is critical for getting over DR shields and is a massive boost given the otherwise low damage output of adrenastaves.

Offline furballdn

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Re: Druidic Staff | Jade Staff https://elementscommunity.org/forum/index.php?topic=41442.msg538020#msg538020
« Reply #68 on: September 01, 2012, 03:44:43 am »
Jade doesn't need that. Even if jade just got 3atk, it'd be a huge berf for it :>

Fixed. And why do you think that?
Nobody uses Jade Staff for damage. The only reason players use staff is for the healing, or adrenastaves. Even in upped play players prefer unupped version for adrenaline synergy. Those 2 extra points of attack are so worthless that a :life player wanting damage would use longsword over staff.

Offline Vangelios

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Re: Druidic Staff | Jade Staff https://elementscommunity.org/forum/index.php?topic=41442.msg538059#msg538059
« Reply #69 on: September 01, 2012, 04:50:13 am »
5 hp per turn is fantastic, the 2 points of damage are just a supplement.
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Offline furballdn

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Re: Druidic Staff | Jade Staff https://elementscommunity.org/forum/index.php?topic=41442.msg538061#msg538061
« Reply #70 on: September 01, 2012, 04:54:29 am »
5 hp per turn is fantastic, the 2 points of damage are just a supplement.
Yes, you could argue that, but this card is weaker than :darkness's weapon, costing half the cost and making an hp gap of 8 as opposed to this one's 7.

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Re: Druidic Staff | Jade Staff https://elementscommunity.org/forum/index.php?topic=41442.msg538076#msg538076
« Reply #71 on: September 01, 2012, 06:27:41 am »
5 hp per turn is fantastic, the 2 points of damage are just a supplement.
Yes, you could argue that, but this card is weaker than :darkness's weapon, costing half the cost and making an hp gap of 8 as opposed to this one's 7.

Yes it is true, in relation to a titan, the druidic is better because it is cheaper, gets 5 life and 2 damage, Titans actually also will hit 2 relative to druidic,  but is more expensive.
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