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Offline Heric the Dark Lord

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Re: Graviton Guard | Graviton Mercenary https://elementscommunity.org/forum/index.php?topic=14302.msg1003895#msg1003895
« Reply #132 on: September 30, 2012, 05:21:20 am »
Quote
1:They wouldn't have to remove the phase spiders ability now that there is spark. And Aether may very well be the exception to the idea of including, as you say, vanilla creatures, as Aether seems to in general like having ridiculous quanta cost.
Aether tends to get 'ridiculous quanta cost' due to it's useful effects (Parallel Universe) or Immortal Status (Phase Dragon and Immortal - consider that quint costs 4 by itself.) Some of Aether's cards are actually very cost efficient (notably, Phase Spider, Lightning, and Spark).
Quote
2: That's all of Light's UPGRADED cards. The vanillas can feel free to gain an ability upon upgrade, but their ex-vanilla status leaves them as reliable cheap creatures, who now have effects combined with good power instead of increased power.
My bad. I probably should've used a better example - all of Air's cards have abilities except for the dragon. (I doubt most Air cards at least balanced, save for Wyrm [Slightly UP due to bad ratio - I would consider Firefly and Dragonfly reliable cheap creatures though.


1:I am actually fully aware of this. just making a point.
2:While I wasn't aware of the Air fact about lacking vanilla, you are right. Firefly, Dragonfly and possibly Wyrm are cheap, reliable creatures despite the effect. However, adding the effect to guard would almost certainly cause a cost increase and possibly a power down, resulting in a high cost unreliable creature.
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Re: Graviton Guard | Graviton Mercenary https://elementscommunity.org/forum/index.php?topic=14302.msg1003931#msg1003931
« Reply #133 on: September 30, 2012, 07:30:09 am »
Quote
Also consider:
1 quanta per turn for X turns is less expensive than X quanta now.
The ability to remove 1 turn from a permanent X times is more versatile than removing X turns from a permanent once.
Good point, since quanta generation was devalued with the buff to Dragonfly. Hadn't thought of that either. However isn't flexbility negated somewhat by limited timespan (guard cannot multilock like squid.)
No. Squid is to 3 CC as Smash is to 1 PC.
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Offline ZephyrPhantom

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Re: Graviton Guard | Graviton Mercenary https://elementscommunity.org/forum/index.php?topic=14302.msg1004039#msg1004039
« Reply #134 on: September 30, 2012, 05:02:21 pm »
Quote
Also consider:
1 quanta per turn for X turns is less expensive than X quanta now.
The ability to remove 1 turn from a permanent X times is more versatile than removing X turns from a permanent once.
Good point, since quanta generation was devalued with the buff to Dragonfly. Hadn't thought of that either. However isn't flexbility negated somewhat by limited timespan (guard cannot multilock like squid.)
No. Squid is to 3 CC as Smash is to 1 PC.
In hindsight, I probably should've also considered what I did to make Frost Jay and how I compared it to Squid. I'm convinced that Smash should be at least :gravity :gravity , in that case.

EDIT : In the interest of a good buff for this fellow, I've noticed that several people have also voted for creating a series of Graviton cards that naturally work with each other. Thoughts?
« Last Edit: September 30, 2012, 05:06:24 pm by Zblader »

Offline OldTrees

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Re: Graviton Guard | Graviton Mercenary https://elementscommunity.org/forum/index.php?topic=14302.msg1004088#msg1004088
« Reply #135 on: September 30, 2012, 06:40:24 pm »
In the interest of a good buff for this fellow, I've noticed that several people have also voted for creating a series of Graviton cards that naturally work with each other. Thoughts?
I would like each element to have 2 vanilla/semivanilla cards.

Graviton theme would work if it were not a forced combo.
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Re: Graviton Guard | Graviton Mercenary https://elementscommunity.org/forum/index.php?topic=14302.msg1004911#msg1004911
« Reply #136 on: October 04, 2012, 12:32:40 am »
I cast my vote for series creation. Considering the number of cards currently in elements is relatively small, expanding the card base is a good thing.

Some ideas:
1) Graviton armorer - Ability = ":earth :earth Neutronium: Target Graviton's HP is increased by 1 and effective hp by 50% for spells and effects for 1 turn."
-> Eg: By effective hp part, I mean that a 6 hp creature would count as having 9 hp when used with catapult, chimera, or Gravity Shield mechanics.

2) Graviton Commander - Ability = "Tactician: Graviton cards have a small chance to deal a random amount of extra damage on attack"
-Extra damage and chance to deal extra damage should be set with stacking and fractal / mitosis combos in mind

3) Graviton Combat Medic - Ability = ":life Triage: Heal the most heavily injured allied Graviton card for 3 points"

4) Graviton General - Ability = ":death :death Marching orders: Command target Graviton card to redirect its attack at the nearest enemy in its row."

5) Graviton Tank - Ability = "Armored: Damage to this card from non-poison sources is reduced by 1."

6) Graviton Scout - Ability = ":aether Military Intelligence: Redirect hostile damage directed at Graviton cards to target ally for 1 turn"

7) Graviton Dreadnaught - Ability = "Goliath: Max HP and attack are equal to the number of allied Graviton Cards in play."
« Last Edit: October 04, 2012, 12:59:51 am by OdinVanguard »
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Re: Graviton Guard | Graviton Mercenary https://elementscommunity.org/forum/index.php?topic=14302.msg1004917#msg1004917
« Reply #137 on: October 04, 2012, 01:02:44 am »
 :air Dive: Attak is doubled for this turn.

He can fly, right?
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Offline OldTrees

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Re: Graviton Guard | Graviton Mercenary https://elementscommunity.org/forum/index.php?topic=14302.msg1004960#msg1004960
« Reply #138 on: October 04, 2012, 03:59:45 am »
@OdinVanguard

Ideally make it possible in mono decks as well. It looks like you have good ideas. This is the rare case that a thematic series is justified in the CIA. (The cards cannot be submitted serially they need to be added as a set) Be warned that the series will be judged by the worst member.
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Re: Graviton Guard | Graviton Mercenary https://elementscommunity.org/forum/index.php?topic=14302.msg1005216#msg1005216
« Reply #139 on: October 05, 2012, 02:48:17 am »
Temporary post: PLEASE add the 'remove vote' option in the poll to give voters a chance to change options.

Offline ZephyrPhantom

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Re: Graviton Guard | Graviton Mercenary https://elementscommunity.org/forum/index.php?topic=14302.msg1005218#msg1005218
« Reply #140 on: October 05, 2012, 02:55:07 am »
Temporary post: PLEASE add the 'remove vote' option in the poll to give voters a chance to change options.
I can't. There's no option on the 'Edit Poll' menu. (I remember someone telling me that it should be readdable on a different buff/nerf thread, but the option didn't appear there either even after I reset the vote count to 0.)

Offline choongmyoung

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Re: Graviton Guard | Graviton Mercenary https://elementscommunity.org/forum/index.php?topic=14302.msg1007277#msg1007277
« Reply #141 on: October 13, 2012, 01:11:33 am »
Fodder?

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Offline Zaealix

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Re: Graviton Guard | Graviton Mercenary https://elementscommunity.org/forum/index.php?topic=14302.msg1009454#msg1009454
« Reply #142 on: October 20, 2012, 10:09:23 pm »
Fodder?

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Not a bad idea, but locks Graviton Mercenary into a  :gravity :light forced combo, as  :light currently is the only element to possess Creature Healing.
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Re: Graviton Guard | Graviton Mercenary https://elementscommunity.org/forum/index.php?topic=14302.msg1009466#msg1009466
« Reply #143 on: October 20, 2012, 11:03:02 pm »
Fodder?

Holy Mercenaries!
Also quite useless. Setting his max hp at 50 does as much good as setting his max hp at 500. The only healing cards in the game are purify and holy light and guardian angel (and probably another obscure one I'm missing). I don't see how having such high max hp helps it.

 

blarg: