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Offline andretimpa

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Re: fate egg https://elementscommunity.org/forum/index.php?topic=10314.msg1168675#msg1168675
« Reply #252 on: November 28, 2014, 10:23:14 am »
u clearly wot m8?
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Offline serprex

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Re: fate egg https://elementscommunity.org/forum/index.php?topic=10314.msg1168721#msg1168721
« Reply #253 on: November 28, 2014, 07:26:12 pm »
@Shinki the other buff of a cheaper egg than the cost to hatch is that you now gain a 1 quanta advantage if your opponent uses Lightning on an egg, whereas currently you end up with a 1 quanta disadvantage. Cheapness gives CC resistance

Offline iDaire

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Re: fate egg https://elementscommunity.org/forum/index.php?topic=10314.msg1168829#msg1168829
« Reply #254 on: November 29, 2014, 04:04:28 pm »
I don't think this card should be buffed. It is pretty okay the way it is now.
Three time quanta and one more to turn it into a random creature. The only thing holding it back is that it has summoning sickness.

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Re: Fate Egg | Fate Egg https://elementscommunity.org/forum/index.php?topic=10314.msg1171333#msg1171333
« Reply #255 on: December 15, 2014, 04:26:10 pm »
What about if the fate egg hatched into a stronger creature the longer it waited un-hatched? or I like the idea of it being burrowed.

Nice idea here, it will be great to have a counter on the egg, 1 turn a low level creature, 2 turn a 5 cost or more, 3 turn a dragon according to your mark, 4 turns, a superior mutant, 5 turns something unstable and dangerous.
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Re: Fate Egg | Fate Egg https://elementscommunity.org/forum/index.php?topic=10314.msg1180727#msg1180727
« Reply #256 on: February 28, 2015, 01:52:54 pm »
how about the fate egg hatches instantly when killed.

Offline Treldon

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Re: Fate Egg | Fate Egg https://elementscommunity.org/forum/index.php?topic=10314.msg1180728#msg1180728
« Reply #257 on: February 28, 2015, 01:56:22 pm »
how about the fate egg hatches instantly when killed.

That would result in the other player having absolutley no chance of removing Fate Egg from play (preventing it from hatching), which would hardly be balanced
« Last Edit: February 28, 2015, 02:05:14 pm by Treldon »
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Offline dragtom

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Re: Fate Egg | Fate Egg https://elementscommunity.org/forum/index.php?topic=10314.msg1180758#msg1180758
« Reply #258 on: February 28, 2015, 07:56:36 pm »
how about giving the hatched creature a passive 'hatched',
which causes it to become a fate egg upon reverse timing it.
this way, you can rewind your own creatures if you want a better one,
at the cost of some quanta and another turn.

of course, this may cause problems when you got a mummy or skelly;
it'd simply require one of the passives to be removed.
be quick- time is quanta.

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Re: Fate Egg | Fate Egg https://elementscommunity.org/forum/index.php?topic=10314.msg1180784#msg1180784
« Reply #259 on: March 01, 2015, 03:16:30 am »
how about the fate egg hatches instantly when killed.

That would result in the other player having absolutley no chance of removing Fate Egg from play (preventing it from hatching), which would hardly be balanced
Incorrect, such a Fate Egg can still be removed.

It would mean it takes 2 CC to remove it before hatching (1 to hatch it the other to remove the hatched creature) or they can just patiently wait until it hatches(after all it is harmless until hatched).

No comment on whether it would or would not be balanced at the current cost. However such an effect would easily have a cost that would be balanced.
« Last Edit: March 01, 2015, 03:18:22 am by OldTrees »
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Offline andretimpa

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Re: Fate Egg | Fate Egg https://elementscommunity.org/forum/index.php?topic=10314.msg1183089#msg1183089
« Reply #260 on: March 21, 2015, 02:39:21 pm »
how about the fate egg hatches instantly when killed.

That would result in the other player having absolutley no chance of removing Fate Egg from play (preventing it from hatching), which would hardly be balanced
Incorrect, such a Fate Egg can still be removed.

It would mean it takes 2 CC to remove it before hatching (1 to hatch it the other to remove the hatched creature) or they can just patiently wait until it hatches(after all it is harmless until hatched).

No comment on whether it would or would not be balanced at the current cost. However such an effect would easily have a cost that would be balanced.

also lobo effects
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Offline rageingnonsense

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Re: [Official] Fate Egg | Fate Egg https://elementscommunity.org/forum/index.php?topic=10314.msg1191025#msg1191025
« Reply #261 on: May 29, 2015, 02:13:20 am »
I currently use this deck:
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Deck import code : [Select]
4vj 4vj 4vj 4vj 6qq 6qq 6qq 6qq 6qq 6u0 6u3 6u3 6uq 6uq 6uq 6uq 6uq 6uq 7q2 7q2 7q2 7q2 7q2 7q2 7ri 7ri 7ri 7ri 7ri 7ri 8pj

I'm able to play my fate eggs very fast, and have not had an issue with creature control on them (nothing consistent at least). I could see a problem if you can't generate time quanta fast enough, but otherwise I see no problem with this card.
« Last Edit: May 29, 2015, 02:25:00 am by Treldon »

Offline omegareaper7

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Re: [Official] Fate Egg | Fate Egg https://elementscommunity.org/forum/index.php?topic=10314.msg1191099#msg1191099
« Reply #262 on: May 29, 2015, 03:05:31 pm »
I currently use this deck:
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4vj 4vj 4vj 4vj 6qq 6qq 6qq 6qq 6qq 6u0 6u3 6u3 6uq 6uq 6uq 6uq 6uq 6uq 7q2 7q2 7q2 7q2 7q2 7q2 7ri 7ri 7ri 7ri 7ri 7ri 8pj

I'm able to play my fate eggs very fast, and have not had an issue with creature control on them (nothing consistent at least). I could see a problem if you can't generate time quanta fast enough, but otherwise I see no problem with this card.
The problem with fate eggs is the one turn down time for a random creature that is likely not going to be above 6 attack. So not only do you have the fragility the first turn, you also have the delay while rushes are beating you down, on top of that weakness to control decks. Lightning will kill roughly 7/10 creatures it can transform into if not killing the egg itself.
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Offline Treldon

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Re: [Official] Fate Egg | Fate Egg https://elementscommunity.org/forum/index.php?topic=10314.msg1191120#msg1191120
« Reply #263 on: May 29, 2015, 08:08:40 pm »
You could run with SoR instead of SoSe, thus removing the 1 turn delay and get double creatures. Of course this would require a completely different deck...
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