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Offline omegareaper7

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Re: Lycanthrope | Werewolf https://elementscommunity.org/forum/index.php?topic=27380.msg1112750#msg1112750
« Reply #60 on: November 30, 2013, 05:44:21 pm »
3 for a 6/6 is fine. It is almost comparable to graboids as is.

Now, if you want to buff it to make it more durable before the skill, then make the ability increase by 4/4 while making the card a 2/2 and leaving everything else the same.
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Re: Lycanthrope | Werewolf https://elementscommunity.org/forum/index.php?topic=27380.msg1112803#msg1112803
« Reply #61 on: November 30, 2013, 10:00:36 pm »
3 for a 6/6 is fine. It is almost comparable to graboids as is.

Now, if you want to buff it to make it more durable before the skill, then make the ability increase by 4/4 while making the card a 2/2 and leaving everything else the same.
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Offline Captain Scibra

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Re: Lycanthrope | Werewolf https://elementscommunity.org/forum/index.php?topic=27380.msg1112964#msg1112964
« Reply #62 on: December 02, 2013, 06:05:11 am »
Idk, but I had an idea once to make it feel more Entropy.  First, Lycanthrope costs 3 :entropy with 1 :darkness for the skill.  This makes it greatly Nova strong.  Now for Werewolf, makit it 1 :entropy and 2  :darkness to make it strong with Supernova.  The costs balance out to be the same as before just a little tweaking, because it seems strange that they don't go well with their nova grade, but rather the opposite grade, at least in a rainbow point of view.

One catch though is that Lycanthrope is now comparable to Graboid, but I think that just means it allows a better perspective on comparing rush cards.

EDIT: By theory, Lycanthrope is OP by a 1-cost interval, and Werewolf obligatorily is as well.  However, if this is actually considered, it would be recommended the balance be applied to the casting cost (increase  :entropy cost) as I feel that a strong point to the card should be interaction with Nova and Supernova respectively.
« Last Edit: December 02, 2013, 06:29:27 am by Captain Scibra »
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Re: Lycanthrope | Werewolf https://elementscommunity.org/forum/index.php?topic=27380.msg1113735#msg1113735
« Reply #63 on: December 07, 2013, 12:06:03 pm »
3 for a 6/6 is fine. It is almost comparable to graboids as is.

I like the unupgraded Lycanthrope, but I agree that it falls behind a bit in upgraded play.

Shriekers vulnerability is balanced by their Atk (+4|-3), but until you unburrow a Graboid it is safe as a 2/3. Werewolves start as soft as Skeletons.
Additionally, if a Shrieker survives its first turn (upgraded), you have the option of burrowing it making it only -1Atk vs Werewolf, yet untargetable. Werewolf has no tricks.

I appreciate that the quanta cost of a burrowed Shrieker is higher, but overall I think the Werewolf is weaker.

I would be happy to see a small buff to Werewolf (2|2 before Lycanthropy?), though I don't think it's the most pressing fix in the game. [link] ::)
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Re: Lycanthrope | Werewolf https://elementscommunity.org/forum/index.php?topic=27380.msg1113866#msg1113866
« Reply #64 on: December 08, 2013, 03:01:18 am »
Firstly, this card is overshadowed by Graboid only because Graboid is clearly OP.  But we are not talking about that card.  Lycan/WW is not UP, but I do still push for a proper symergy with Nova/Supernova to strenthen it according to Entropy tendency:  Lycan would be very strong with Mono with a splash of rainbow cards, where Werewolf would be stronger in SNbows.  This also could be grounds to buff Werewolf to 2|2 for the current cost of Lycanthrope.
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Offline Goomba70

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Re: Lycanthrope | Werewolf https://elementscommunity.org/forum/index.php?topic=27380.msg1114365#msg1114365
« Reply #65 on: December 10, 2013, 04:07:22 am »
I would say make the upgraded version a 2/2 and makes the skill cost stay at 2  :darkness quantum if anything.

 

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